mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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109 lines
3.9 KiB
C++
109 lines
3.9 KiB
C++
#pragma once
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//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef GAME_OBJECT_ASSET_H
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#define GAME_OBJECT_ASSET_H
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#ifndef _ASSET_BASE_H_
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#include "assets/assetBase.h"
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#endif
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#ifndef _ASSET_DEFINITION_H_
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#include "assets/assetDefinition.h"
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#endif
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#ifndef _STRINGUNIT_H_
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#include "string/stringUnit.h"
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#endif
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#ifndef _ASSET_FIELD_TYPES_H_
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#include "assets/assetFieldTypes.h"
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#endif
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#ifndef _GUI_INSPECTOR_TYPES_H_
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#include "gui/editor/guiInspectorTypes.h"
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#endif
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//-----------------------------------------------------------------------------
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class GameObjectAsset : public AssetBase
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{
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typedef AssetBase Parent;
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StringTableEntry mGameObjectName;
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StringTableEntry mScriptFile;
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StringTableEntry mTAMLFile;
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StringTableEntry mScriptPath;
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StringTableEntry mTAMLPath;
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public:
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GameObjectAsset();
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virtual ~GameObjectAsset();
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/// Engine.
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static void initPersistFields();
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void copyTo(SimObject* object) override;
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const char* create();
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/// Declare Console Object.
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DECLARE_CONOBJECT(GameObjectAsset);
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void setScriptFile(const char* pScriptFile);
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inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
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void setTAMLFile(const char* pScriptFile);
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inline StringTableEntry getTAMLFile(void) const { return mTAMLFile; };
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protected:
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void initializeAsset(void) override;
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void onAssetRefresh(void) override;
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static bool setScriptFile(void *obj, const char *index, const char *data) { static_cast<GameObjectAsset*>(obj)->setScriptFile(data); return false; }
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static const char* getScriptFile(void* obj, const char* data) { return static_cast<GameObjectAsset*>(obj)->getScriptFile(); }
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static bool setTAMLFile(void *obj, const char *index, const char *data) { static_cast<GameObjectAsset*>(obj)->setTAMLFile(data); return false; }
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static const char* getTAMLFile(void* obj, const char* data) { return static_cast<GameObjectAsset*>(obj)->getTAMLFile(); }
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inline StringTableEntry getScriptFilePath(void) const { return mScriptPath; };
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inline StringTableEntry getTAMLFilePath(void) const { return mTAMLPath; };
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};
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DefineConsoleType(TypeGameObjectAssetPtr, GameObjectAsset)
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#ifdef TORQUE_TOOLS
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//-----------------------------------------------------------------------------
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// TypeAssetId GuiInspectorField Class
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//-----------------------------------------------------------------------------
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class GuiInspectorTypeGameObjectAssetPtr : public GuiInspectorField
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{
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typedef GuiInspectorField Parent;
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public:
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GuiButtonCtrl *mGameObjectEditButton;
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DECLARE_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
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static void consoleInit();
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GuiControl* constructEditControl() override;
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bool updateRects() override;
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};
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#endif
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#endif // _ASSET_BASE_H_
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